Top Team within the Regeneration Tag.
top regeneration team
Core
Bench

Core:

HP 2,448,419
Strike ATK 206,827
Blast ATK 211,008
Strike DEF 150,214
Blast DEF 151,707
Critical
1,474
Ki Restore Speed
2,385

Synergy

+56%
+30%
+53%
+53%
  • Power creep is real, and SP Super Janemba PUR is proof of it, and that’s exactly why he’s the first choice for Tank in a Regeneration Team. Beyond his incredibly high Defensive stats and Health, this Fighter gives the team Strike and Blast Defense buffs through his Z-Ability (at the third and fourth level) and increases Strike Arts Card costs for the Enemy Team through his Main Ability.

  • But he doesn’t just counter Melee Attacks, SP Super Janemba PUR’s Extra Move acts similar to Vanish step by absorbing any Blast Attacks and Boosting his own Strike Damage for 20 timer counts. This is a great way to take down Ranged Fighters.

HP 2,051,507
Strike ATK 229,370
Blast ATK 202,299
Strike DEF 143,519
Blast DEF 131,072
Critical
1,509
Ki Restore Speed
2,357

Synergy

+23% (Restore)
+56%
+30%
+53%
+53%
  • Thanks to Z-Abilities Buffing his already high Strike Attack stats, a Dragon Ball stealing Main Ability, field entry Health Recovery that is also increased by a Z-Ability, SP DK Piccolo YEL is the primary Offense Fighter on this Team.
  • Despite being a Melee Fighter, he has incredibly Ki Recovery Speed. Couple this with his primary Unique Ability that increased Enemy Substitution counts, and SP DK Piccolo YEL gives the Team a valuable advantage over the combat Loop and Enemy cover change.

HP 2,287,919
Strike ATK 208,099
Blast ATK 213,362
Strike DEF 158,447
Blast DEF 155,320
Critical
1,281
Ki Restore Speed
2,289

Synergy

+56%
+30%
+53%
+53%
  • The biggest draw for SP Good Buu GRN are his self and Team heals. This Fighter restores 20% to the Team’s Health and cancels attribute downgrades through his Main Ability and regains 10% of any Health lost from every Enemy Attack or Combo after it is finished, meaning it will take a long time between him, SP DK Piccolo YEL and his switch-in self-healing, to take down this Team.

  • This Fighter’s Enemy Debuffs are pretty interesting too. His Special Move is unblockable at midrange and increased the Strike Damage that Enemies receive by 20% and his Unique Ability prevents Enemy switching for 5 timer counts the first two times SP Good Buu GRN enters the battlefield.

Bench:

1
+19% to Tag: Regeneration base Strike Attack during battle.
2
+22% to Tag: Regeneration base Strike Attack during battle.
3
+26% to Tag: Regeneration base Strike Attack during battle.
4
+28% to Tag: Regeneration base Strike Attack during battle.
1
+17% to "Element: YEL" health restoration during battle.
2
+20% to "Element: YEL" health restoration during battle.
3
+22% to "Element: YEL" health restoration during battle.
4
+23% to "Element: YEL" health restoration during battle.
1
+22% to Tag: Regeneration base Blast Attack during battle.
2
+25% to Tag: Regeneration base Blast Attack during battle.
3
+27% to Tag: Regeneration base Blast Attack during battle.
4
+30% to Tag: Regeneration base Blast Attack during battle.

Discussion:

A good plan of action is to start off with SP DK Piccolo YEL. He can build up dragon balls very fast since his Main Ability charging time is short, and he can use that to delay the Enemy from getting Rising Rush. His self-healing Unique Ability also makes frequently switching him in very beneficial.

SP Super Janemba PUR is great for cover switching, Main Ability Special Move Combos, and taking out a particularly tricky Ranged Fighter.

SP Good Buu GRN--at least at first--should only be switched in when the other Player’s biggest Fighter comes out so they can be trapped with a Special Combo or Rising Rush.

Even though this Team has two Tanks, there isn’t a noticeable loss in Damage output since they have such high ranking Attack stats.